Forum Discussion
motorsep
10 years agoStart Partner
Unity Patch 5.3.2 p3 is out
http://unity3d.com/unity/qa/patch-releases/5.3.2p3 Nothing for mobile VR, but a few goodies for desktop VR.
vrdaveb
10 years agoOculus Staff
TL;DR: The fix is more for CV1 and DK1, which have significantly asymmetric visibility. DK2 and Gear VR are mostly symmetrical and won't see a significant speedup.
This fixes an inefficiency we had to introduce to support many built-in and third-party shaders. The problem is that most shaders ignore Camera.projectionMatrix and use only Camera.fieldOfView and Camera.aspect, assuming that +fovX == -fovX and +fovY == -fovY. It would be great if everybody could change their code to support different values for the positive and negative halves of the FOV in each direction, but we aren't holding our breath. So we pad the smaller half of each direction to make the FOV symmetrical as assumed. Only on CV1 (and DK1) this leads to a significant amount of waste because one half of each frustum is significantly bigger than the other half. With 5.3.2p3, Unity culls the excess pixels.
This fixes an inefficiency we had to introduce to support many built-in and third-party shaders. The problem is that most shaders ignore Camera.projectionMatrix and use only Camera.fieldOfView and Camera.aspect, assuming that +fovX == -fovX and +fovY == -fovY. It would be great if everybody could change their code to support different values for the positive and negative halves of the FOV in each direction, but we aren't holding our breath. So we pad the smaller half of each direction to make the FOV symmetrical as assumed. Only on CV1 (and DK1) this leads to a significant amount of waste because one half of each frustum is significantly bigger than the other half. With 5.3.2p3, Unity culls the excess pixels.
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